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intro94 said:


nope, back them all consoles used CGIS because they couldnt compete with those graphics. That helped the PS a lot, being able to liberally use good looking CGIs(at least for its time) rather than ingame cutscenes.Using real anime-computer cutscenes back then*hell still today* for instance are eye catchers that you want to have sometimes.And the difference was not drastic, it was inmense back then.In fact, back then CGI was a big new cool thing to have in consoles.N64 couldnt afford to fit that and developers knew it.

The other reason why memory does matter is that , you said it yourself, there would have to use additional compressing techniques-coupled with the well known difficulties of programming for N64 to make a game fit. If you add that together, you are less compelled to do it. Why going through the trouble of compressing and managing memory, space, sound, and losing CGI availiability if you could do it easier elsewhere?memory did matter big time, among other reasons such as production costs.

Oh god, so much talk about nothing. My point is... the issue for the most part was the manufacturing cost of N64 cart, not memory limitations. Dixi.

PS: If game makes no sense without prerendered cutscenese it's a bad game, e.g. FF7. I wondered at the time how anyone older than 14 could watch all these and didn't feel disgusted or at least bored =) Absolutely horrible game.